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Anarchy Archer Conclave

Anarchy Archer Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Anarchy Archer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Anarcy Archer Spells Ranger Level Spells 3rd burning hands 5th mind spike 9th fireball 13th phantasmal killer 17th flame strike Magical Prowess When you choose this subclass at 3rd level, you gain proficiency in the Arcana skill if you don't already have it. If you do, you may choose to gain proficiency in another skill on the Ranger skill list. Spell Bow When you choose this subclass at 3rd level, you can transform one ranged weapon into a weapon of political abolishment. You can transform one ranged weapon into your Spell Bow by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your Spell Bow if you die, if you perform the 1 hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. As a bonus action, you can summon your Spell Bow into your hands, provided the required hands are free. Your Spell Bow disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die Arcane Ammunition At 3rd level, you can channel magic into the form of ammunition that can be shot through your Spell Bow. On your turn, you can use an action to cast a spell through your Spell Bow. Spells that can be cast through your Spell Bow must meet the following criteria and includes an example spell that can't be used: The spell must not require a melee attack role of any kind (inflict wounds) The spell must not only have a range of self, it must also include an area of affect (hail of thorns) The spell must have a casting time of 1 action (hunter's mark) The spell must not directly target several creatures (bane) When you cast a spell through your Spell Bow, the act of drawing or loading it functions as Somatic components and the Spell Bow functions as a spellcasting focus for material components. Spells that have an area of effect use the location you shot as the point of origin, matching the direction you are facing when you cast it. Additionally, spells that have a shorter range than your Spell Bow have their range increased. Spells that require a ranged spell attack can use your Spell Bow's full range, following normal rules for disadvantage at long range. Spells that don't require a ranged attack can be fired at whatever your Spell Bow's range is without disadvantage. Spells that have a range further than your Spell Bow remain unchanged Quick Shot At 7th level, your expertise with your Spell Bow allows you to fire spells and ammo more quickly. When you take the attack action, you may replace one of your attacks with a spell cast through your Spell Bow. Friendly Fire Fix At 7th level, you learn how to protect innocents with your barrage of attacks. When you cast a spell through your Spell Bow that requires creatures to make a saving throw, you can select a number of them equal to 1 + your Wisdom modifier (minimum of 2) that automatically succeed. Additionally, when you cast a spell through you Spell Bow that has an area of effect, you can control the direction the spell's area affects, rather than having it be the direction you cast the spell in. Infiltration At 11th level, you have learned the art of getting into places you aren't supposed to be in. As an action, you may channel conjuration magic into your Spell Bow and shoot it at a location you can see within your Spell Bow's range that doesn't have disadvantage. When you do, you teleport to the location. Immediately after you teleport you can use your bonus action to Dash, Disengage, or Hide. Regicide At 15th level, you have become proficient in assassinating those in power. When you make an attack or cast a spell with your Spell Bow, you can choose one creature that takes damage. That creature takes the maximum damage from the attack or spell. This damage ignores resistances, but not immunities. Once you use th

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